As I've mentioned before, physics has always been a huge and massively important topic in the process of developing a game, and we will keep using it with the majority of the games in this book, as there is no modern game that does not run on a physics system.
This is a book about iOS, yes? So, why not discuss the touch inputs, and how to recognize a swipe effect a bit more? Unreal Engine does not support the swipe action (at this moment, Version 4.3) by default, but there are many ways we can recognize it.
What makes players compete nowadays? Score! Let's scratch the surface and see how we can add scores to our games and wire the game to show it using UI text.
By the end of this chapter, you will be able to:
If you are going to browse the included project files, then you will find that they were made with Unreal Editor 4.30; if you are using a higher version, it might let you know that the project will be upgraded to a higher version, which is an irreversible step unless you are running your project within a version control system such as Git. Just keep that in mind!
For this game sample, I made a blank project template without the starter content. I got some photos of real fruit and sliced each picture into two pieces. For example, a banana will have three sprites, the full fruit and another two sprites of it splatted. The game is a 2D game, but following the same approach with 3D assets will let you get the same result. As for the folder structure, you will find the following contents:
3.137.188.201